Re: Question to High Quality Antialiased Lines (Shader X7)/ Perspective divide
Pablo de Heras Ciechomski <[email protected]>
| Newsgroups | gmane.games.devel.algorithms |
|---|---|
| Message-ID | <[email protected]> |
On Thu, Oct 1, 2009 at 3:22 AM, Jorge Rodriguez < [email protected]> wrote: > This may be an overly simplistic or unacceptable solution, but the most > straightforward and easy solution in my mind is to make the triangles a > little bit thicker when the camera moves away, with a mandatory screen > thickness so that it always is thick enough to not show that artifact. > > -- > Jorge Rodriguez > > Me likey! Simple and practical. Pablo -- //////////////////////////////////////////////////////////////// Pablo de Heras Ciechomski, PhD, founder [email protected] phone: +41 22 534 96 25 mobile: +41 797 85 18 72 www.visualbiotech.ch ------------------------------------------------------------------------------ Come build with us! The BlackBerry® Developer Conference in SF, CA is the only developer event you need to attend this year. Jumpstart your developing skills, take BlackBerry mobile applications to market and stay ahead of the curve. Join us from November 9-12, 2009. Register now! http://p.sf.net/sfu/devconf _______________________________________________ GDAlgorithms-list mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list Archives: http://sourceforge.net/mailarchive/forum.php?forum_name=gdalgorithms-list